GMTK :: The Power of Video Game HUDs
The heads-up display can change how a game works, feels, looks, and is made. Let's find out how.
The heads-up display can change how a game works, feels, looks, and is made. Let's find out how.
With the rise of social media, the notion of ‘missing time’ has become run-of-the-mill. In fact, the whole gaming market is aimed at amplifying this effect.
Lucas Pope, the creator of Return of the Obra Dinn, explains how the localization of the game's logbook put the game in some seriously dangerous waters.
Mega Crit Games co-founders Casey Yano and Anthony Giovannetti set out to combine the roguelike and deck building genres into one game, but found themselves faced with an obstacle: how to reveal the enemies’ intent.
Video games are for everyone. But those with disabilities can be left out if developers don’t consider their needs. Take a look at design choices and menu options that will affect those who have cognitive disabilities.
Skill trees, upgrade systems, ability trees - call them what you want, they have become an integral part of modern day game design. So let’s look at how these things work, where they fall down, and what we can do to build better skill trees.
Video games are for everyone. But disabled people can be left out if developers don’t consider their needs. Take a look at design choices and menu options that will affect those who have motor, mobility, or physical disabilities.
Celia Hodent, Director of UX for Epic Games (2013-2017), breaks down Fortnite's UI/UX and goes over the small details that many players may not notice.
Video games are for everyone. But disabled people can be left out if developers don’t consider their needs. Take a look at design choices and menu options that will affect those who are colourblind or have low vision.
Video games are for everyone. But disabled people can be left out if developers don’t consider their needs. Take a look at best practices for auditory options, for the deaf and hard of hearing.
How to save your players from cognitive overload and throwing their controllers away.
In this 2018 GDC session, inkle's Joseph Humfrey demonstrates the design techniques they use to make the text frictionless to read and interact with.